Well, here we are, five years ago we officially launched Therian Saga with the opening of the Den and the introduction of our monetization system. The game was already in operation for over a year, in alpha and beta versions, our oldest player accounts dating from April 16, 2012. We started the creation of the game in 2009, the first two years in "after work" mode where we built our vision of the game. It was in 2011 that we really decided to push Therian Saga towards a commercial product, we swelled the team and built the infrastructure necessary to bring it out of the game.

All this to say that Therian Saga is no longer a young game.

If I were asked to say what I liked most about this adventure, I would say that it is the fact that the game was built by a network of friends. From the beginning of the project we presented our ideas to relatives and many of them were grafted to the project for a time or permanently. These friends introduced us to other friends, some of whom have also come a long way with us. I really believe that all this energy pooled by people who primarily wanted to express their creative abilities made that Therian Saga have a charm and character rarely found in other projects.

Where are we today? Like your characters, you could say that games in the industry have high or low skills. Therian Saga's main skill is retention, so we have a loyal community that stays with us for a long time. Our lowest skill is surely acquisition. It has never been easy for us to convince a new player that he should stay with us and take the time to give the game a chance to demonstrate its potential. What is the result of all this? A good community very active and engaged but that does not renew much. It's a bit like playing Dungeons and Dragons: designers are the game masters who build the world for their players. It's still great as a concept.

This text is the perfect time to talk about one of our failures, the Unity version. I know you will continue to ask for this new version, but in the current state of things we will not be able to do it. The revenue from the game just does not allow us such a big development without giving up any content creation, which would reduce our retention and therefore cut the revenue available to develop the Unity version. We have also looked for funding and partners, but there is no interest in technology conversion. We kept our code up to date with Unity's new version it case there was an opportunity to restart the project. At the planning level for Unity, we believe that at the beginning of 2019 we will take radical choices, but currently we are only keeping the code up to date. We will get back at you with our decision.

And for our good old version of Therian Saga, what can we expect? This year we are still going to have content updates, feature additions and we are going to change some basic concepts like the number of characters per account. But I believe that a major decision is awaiting us for the end of the year. As I said we are on Therian Saga for a very long time and taking a step back, sometimes Cloud and I come to the conclusion that we may have reached the point where we are no longer the best people to develop the content of the game. Do not worry, it does not mean we're going to disappear in the mists. But that we can focus on direction / production and bring new blood to the game. People who will have new ideas, new directions and even different visions. So, one of our tasks in 2018 is to train a new generation, we really believe that it will be beneficial for our players, and that's the most important thing.

The entire team would like to take this opportunity to highlight the immeasurable work of our volunteers who have supported us over the last few years. We also add thanks for those who took the time to make tools for Therian Saga. Thanks again!

So now, and as we celebrate our 5 years, we will reduce the price of everything in the shop for a week, have fun!

First of all i'd like to congratulate you all and all of us with Five year's date. )

Falkarma wrote:Our lowest skill is surely acquisition. It has never been easy for us to convince a new player that he should stay with us and take the time to give the game a chance to demonstrate its potential.

imo, the biggest mistake in demonstrating the game at the starting stage is "enthusiasm". I will not tell you my vision, I will just tell you the experience of my acquaintance with the game. I was delighted with the first day of the game, everything was going quickly, I simply did not have much time to pay attention to fact that the "enthusiasm" is not the permanental state, because at the first meet with game it's like you came into a candy shop and could't focus on all info due to diversity. In particular, I did not pay attention to the message that enthusiasm is working the first day and what was my disappointment on the second day of the game, when everything became slow, long, measured and tedious. And, to be honest, I quit the game, for two weeks. In early May, during the post-Soviet space, it usually time for holidays and on one of the days off, I went back into the game and now for 3 years I've been with you) After personal experience, then many times read in the chat from disappointed beginners, messages about slowing down.

Falkarma wrote: The revenue from the game just does not allow us such a big development without giving up any content creation, which would reduce our retention and therefore cut the revenue available to develop the Unity version. We have also looked for funding and partners, but there is no interest in technology conversion.

You should organize fundraising. You already did this in the past, and we, your old friends, did not disappoint you) but not in the summer, many spend less time for the PC (again, another voice for the mobile version, because people do not part with smartphones)

Falkarma wrote: like the number of characters per account.

Hopefully upwards? )

Falkarma wrote:So now, and as we celebrate our 5 years, we will reduce the price of everything in the shop for a week, have fun!

Falkarma wrote: The revenue from the game just does not allow us such a big development without giving up any content creation, which would reduce our retention and therefore cut the revenue available to develop the Unity version. We have also looked for funding and partners, but there is no interest in technology conversion.

You should organize fundraising. You already did this in the past, and we, your old friends, did not disappoint you) but not in the summer, many spend less time for the PC (again, another voice for the mobile version, because people do not part with smartphones)

I suggest HTML 5. It can do all that silverlight does now, those few animations (like double progressbar) could be done with css, canvas is not needed even. There is a lot more to css than just say Bootstrap. A few background js things might not work in ie.

Html is supported on about all platforms and has the longest future of all options. Also nearly every developer thinks they are html dev, so finding help shouldn't be a problem. But very few really are, as I learned being in html backend nearly all my career...

Yup, I also think that "enthusiasm" is a double-edged blade. Sometime in can help, but it's kinda weird and a new player will not it implication and as you said it can set false expectation about the game.

Some players asked us give the sleep anticipation (premium state) at first, so the game look less limiting from the start. I would say that I'm now in favor of this change.

PlainSpell: I've not enough knowledge of html5 to know if it could be done, but Unity have the ultimate advantage to be using c# as Silverlight is, so we have thousand and thousand of lines of code that does not need to be rewriten from scratch. That's really what settled the technology for us back in 2015.

About the number of hero per account, we were analysing the number 15, can't be sure it will be that, but thats our first guess. Player from the Steam platform would not have to get others native account in order to play.

As long as we started to discuss some possible improvements, i want to share one of my ideas. It's about companions use. So far the we can only use our companions to gather something, if they are in hero's team. I think we can add some 'slots' to homes and allow the companions to work without taking place in hero's team. These slots should be bought in BC shop same as hero's team ones.Implementation of this idea will ease player's hunger for twins and bring some money )

For the unity project it would be best to have another fundraising project. I would gladly pay for another emperator package if I knew that you will be able to employ some developers and get to unity version. I know lot of people who are currently unable to play, I also had to upgrade my browser few weeks ago and now I am stuck with Internet explorer which reduces my will to play

For the unity project it would be best to have another fundraising project. I would gladly pay for another emperator package if I knew that you will be able to employ some developers and get to unity version. I know lot of people who are currently unable to play, I also had to upgrade my browser few weeks ago and now I am stuck with Internet explorer which reduces my will to play

I'm really enjoing Therian Saga and I think bringing it to Unity would be something, to bring this game Forward.Silverlight is not supported anymore on the most popular Browsers like Chrome or Firefox..If you lack the Money to hire developers to do so, you should do another fundraiser! Me and as you have already seen, some others, are willing to pay, to bring this game forward!!